mirror of
https://github.com/Droid-Deck/DroidDeck.git
synced 2026-11-11 11:01:07 +00:00
ci/python-tests-on-workstation-runner
127
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
2982e474ab | ci: run Python and native regression tests on the workstation runner when idle | ||
|
|
041c3b1b55 |
ci: run compile jobs on the org workstation runner when it is idle (#2234)
* ci: run compile jobs on the org workstation runner when it is idle * ci: pick the compile runner right before each heavy job * ci: cover the runner picks in the job dependency test |
||
|
|
4cbd7722f8 |
feat: the PowerVR runtime is a downloaded add-on pack, not bundled in the APK (#2157)
* feat: the PowerVR runtime is a downloaded add-on pack, not bundled in the APK * fix: a stopped session cancels the PowerVR pack download * fix: a session stopped during runtime unpacking ends before staging * fix: a failed PowerVR pack download ends the session with a message |
||
|
+1 |
3733c50902 |
feat: non-Adreno graphics stack (Venus, open driver pairs, gamescope patches) (#2029)
* Retain compositor resources when GPU completion is unconfirmed * Stop quarantined GPU callers before retries and mapped writes * Support Android hardware-buffer presentation over Wayland * Support PowerVR swapchains and linear image imports in Gamescope * Bundle verified PowerVR graphics components through existing build preparation * Detect and select the system Vulkan backend on PowerVR * Apply PowerVR Steam and game compatibility during normal launches * Show PowerVR support through existing driver and component controls * Update existing hardware guidance for system Vulkan support * Import the shared system Vulkan readiness check * Discover and propagate the actual PowerVR render node * Prune obsolete PowerVR runtimes after guest processes exit * Retain external DMA-BUF ownership after GPU quarantine * Name the PowerVR HAL selection explicitly * Isolate component UI tests from application startup * Cover the inherited FEX preset in PowerVR profile tests * Log test worker failures for CI diagnosis * Remove temporary test logging after diagnostic CI * Prefer system dependencies for the Android Vulkan loader * Capture raw stderr before test worker termination * Remove the temporary test worker crash probe * Import pinned DXVK recipe prerequisite from PowerVR PR570 Copy only the standalone build recipe, source pin, BC-format prerequisite and presentation-sync patch/check from wallentx/DroidDeck at |
||
|
|
8171bf20fd | Merge latest origin/main and resolve conflicts | ||
|
|
8c09b2c6a8 | Intergrated syncthing (#1442) | ||
|
|
5b7e401b11 | fix(ci): fork PR builds no longer fail pinning the source tree (#1963) | ||
|
|
a2a5f84711 | Merge origin/main into feat/malibridge-v25 | ||
|
|
8a7022fc14 |
feat(dual-screen): bottom-screen Dashboard with downloads, notifications, screenshots, Steam chat and In-game stats (#1920)
A Dashboard mode for the second screen of dual-screen handhelds (developed on a Retroid Pocket Duo), the default on dual-screen devices. It opens on Chat at each Steam start and switches to In-game stats when a game starts. - Downloads: Steam downloads and updates (SD-card libraries too), shader caches and DroidDeck store downloads. - Notifications: other apps' notifications once access is allowed, kept in memory only. - Screenshots: a game screenshot without the overlay, and a gallery of DroidDeck's and Steam's screenshots. - Chat & voice: mic and game volume buttons, and Steam's web chat signed in with the Steam client's own session. - In-game stats: FPS, CPU, GPU, RAM and battery plus the running game or Steam client type, and a racing dash from Codemasters, Forza and OutGauge games' data output, with War Thunder and Elite Dangerous layouts; speed in km/h or mph. - Send dashboard data: turns a Codemasters game's data output on for the dash (per game or Automatic) and keeps the original setting to put back. - DiRT 3 / DiRT Showdown: with their data output on they stop with error 10038 at race end; a ws2_32.dll stand-in (tools/dirt-ws2) is swapped into the prefix while the game runs, skipped on DroidDeck-Proton 11-11.10 which has the fix built in. Same behaviour as DiRTTelemetryErrorFix by RoccoC, based on Carsten Gottschling's fix. About "telemetry": here it means a racing game's own live driving data (speed, gear, rpm, pedals), not app analytics. For In-game stats no information leaves the device and nothing is shared: the game sends its data to 127.0.0.1 on the same device, DroidDeck only listens there while the page is open and keeps the numbers in memory just long enough to draw them. DroidDeck sends no data about the user or their use of the app; logs leave the device only when the user taps Share logs. |
||
|
|
d4a6d95127 | Merge MaliBridge integration (feat/malibridge) into 0.6.7 | ||
|
|
9cc56631cd | feat: test and local builds show a faint PR, commit and title watermark (#1863) | ||
|
|
c8c5e22a34 | fix: new Steam installs start with shader pre-caching off (#1861) | ||
|
|
0a5955d6fa |
Merge remote-tracking branch 'droiddeck/main' into feat/malibridge
# Conflicts: # README.md # app/src/main/java/com/droiddeck/launcher/gpu/TurnipDriver.java # app/src/main/java/com/droiddeck/launcher/runtime/BwrapSpawner.kt # app/src/main/res/values-ar/strings.xml # app/src/main/res/values-b+es+419/strings.xml # app/src/main/res/values-bg/strings.xml # app/src/main/res/values-cs/strings.xml # app/src/main/res/values-da/strings.xml # app/src/main/res/values-de/strings.xml # app/src/main/res/values-el/strings.xml # app/src/main/res/values-es/strings.xml # app/src/main/res/values-fi/strings.xml # app/src/main/res/values-fr/strings.xml # app/src/main/res/values-hi/strings.xml # app/src/main/res/values-hu/strings.xml # app/src/main/res/values-in/strings.xml # app/src/main/res/values-it/strings.xml # app/src/main/res/values-ja/strings.xml # app/src/main/res/values-ko/strings.xml # app/src/main/res/values-ms/strings.xml # app/src/main/res/values-nb/strings.xml # app/src/main/res/values-nl/strings.xml # app/src/main/res/values-pl/strings.xml # app/src/main/res/values-pt-rPT/strings.xml # app/src/main/res/values-pt/strings.xml # app/src/main/res/values-ro/strings.xml # app/src/main/res/values-ru/strings.xml # app/src/main/res/values-sv/strings.xml # app/src/main/res/values-th/strings.xml # app/src/main/res/values-tr/strings.xml # app/src/main/res/values-uk/strings.xml # app/src/main/res/values-vi/strings.xml # app/src/main/res/values-zh-rCN/strings.xml # app/src/main/res/values-zh-rHK/strings.xml # app/src/main/res/values-zh-rTW/strings.xml # app/src/main/res/values/strings.xml # tools/linuxfs/overlay/usr/local/bin/droiddeck-game-env |
||
|
|
aef1f85aa9 |
ci: run store engine host tests in a parallel job (#1735)
* ci: run store engine host tests in a parallel non-gating job * ci: harden the store tests job permissions, timeout and exit status |
||
|
|
6469a7693c | ci: check out without history blobs or the release-note GIFs (#1725) | ||
|
|
27bdc68867 | ci: faster pipeline and fewer network flakes (#1719) | ||
|
|
0e9a31ccfe |
feat: trust contributors for test builds (#1646)
* feat: trust contributors for test builds * fix: restrict trusted list changes * fix: retain same-repository test signing * fix: publish completed fork builds * feat: trust K11MCH1 test builds * fix: recognize maintain collaborator role |
||
|
|
c883ce4439 |
CI builds the MaliBridge client as a component
The components job checks out external/MaliBridge and builds the guest ICD, its manifest and the self-test as the vkbridge recipe; a submodule counts in a recipe's identity by its pinned commit. |
||
|
|
d65912f0c5 | fix: stop starting a session on the slow proot (#1395) | ||
|
|
9835c4e3e1 | ci: persist PR caches and stabilize build time | ||
|
|
556bd96d5a | ci: reuse build metadata and verified pack downloads | ||
|
|
d7bf0b274f | ci: consolidate verified component preparation | ||
|
|
d111b2b3dd | ci: reuse preload snapshots verified against main builds | ||
|
|
a4447039b9 | ci: install native Vulkan and ARM64 C headers for tests | ||
|
|
8355c1495b | ci: bound apt phases and retry the official Ubuntu mirror | ||
|
|
74d5daaa5d | ci: parallelize regression checks and isolate component caches | ||
|
|
ffa40a15d5 | perf: run Wine's arm64 SIGUSR2 context switch without a kernel signal (#1371) | ||
|
|
792a69ebfe |
Combine authorship validation with the required APK result (#1329)
Combine trusted source and squash-metadata validation with the exact-head APK compilation result. Preserve automatic trailer cleanup in the installed hooks. Validated with 10 authorship/hook tests and 9 combined-gate tests. |
||
|
|
4421e851dd |
Enforce human authorship with automatic trailer scrubbing (#1325)
Install commit and push hooks that remove bot co-author trailers, preserve human credits, and reject bot primary authors. Add a trusted default-branch CI checker and publish its required status on the exact proposed commit. Validate main pushes as well. Ten regression tests pass, including real Git hook tests and the --no-verify case. |
||
|
|
e5b54f6248 | feat: SteamVR controller types, phone controls on glasses, flat games as VR panels (#1268) | ||
|
|
e9891d5a29 |
feat: Remote Play host: PipeWire capture, hardware encoding, touch and game audio (#1139)
* feat: run SteamOS PipeWire and WirePlumber for gamescope screen capture * feat: hardware Remote Play encoding through MediaCodec behind Steam's V4L2 stage * feat: deliver Remote Play touches to gamescope as touches * feat: route game audio through PulseAudio while a Remote Play client is connected * fix: keep the Remote Play marker when a forked child closes the encoder * fix: allow standalone preload tests without V4L2 encoder hook |
||
|
|
e3246b7dd5 |
feat: ship proot, DirectAudio, Xbox, Comet and hand tracking as CI-built add-on packs (#1198)
* perf: download hand tracking models and native libs on first use * feat: build and publish add-on packs in CI, add Xbox and Comet packs * feat: ship proot and DirectAudio drivers as CI-built packs * test: hand tracking readiness requires the tracking pack * ci: attach PR test-build packs to the PR release instead of Components |
||
|
|
fe7b75318a | feat: add configurable touchscreen gestures (#940) | ||
|
|
7eae6ca3e7 |
Restrict Xbox credential IPC and address launch review findings (#1164)
* Restrict Xbox credentials to host backends and lease game launches * Verify mapped PRoot backend images and retry lease heartbeat timeouts * Bound Xbox backend shutdown and isolate service socket lifetimes * Keep unique Xbox service sockets within Unix address limits * Own licensed launch directories and recover abandoned views safely * Serialize Xbox account revocation with sign-in commits and launch authorization |
||
|
|
a63f3b1fbc | Add experimental Xbox and PC Game Pass store support (#1156) | ||
|
|
aa6fae1924 |
Fix intermittent CI package updates and escaped test worker (#1151)
Fix escaped cloud-save test worker and CI package updates |
||
|
|
db8d1c9910 |
feat: optional x86-64 Steam client (Valve's Linux client under FEX) beside the arm64 one (#152)
An opt-in second Steam client (Steam settings, Steam client: x86-64): Valve's x86-64 Linux client, unchanged, runs under FEX in its own home with its own game library and the same sign-in. Linux builds run directly, so titles such as Team Fortress 2 and Half-Life use their Linux versions; Windows games use DroidDeck-Proton as on arm64. The arm64 client stays the default. - droiddeck-steam-x64: FEX and the x86-64 rootfs from DroidDeck-Components (sha256-pinned), client install and sync from Valve's CDN, sign-in shared with the arm64 client, its web helper on the GPU (ANGLE GL over FEX's GL thunk, zink, Turnip), Proton wrappers for the arm64 client's tools, DroidDeck direct for Linux builds, SD-card library (x86-64/ beside the arm64 one), repair. - FEX 2610 built by build-fex.yml with thunks and three patches: an openat2 fallback without openat2 (proot), newer-clang thunkgen, MAP_32BIT exhaustion returning ENOMEM. libblsession resolves RESOLVE_IN_ROOT paths inside the root. - Session: x86-64 gating, shortcuts and compatibility tools per client, logs from the client that ran. - App: client setting with the FEX version, an x86-64 chip on the Games header, the active client's library, art, storage, downloads, repair, Offline Mode, Decky, desktop mode, optional VAC diagnostics; per-client state for art, the content log, repair and leftovers. - Strings in every locale. - Review fixes: the library cache is saved only by the newest scan; an abandoned session's Steam logs come from the client it recorded; distinct VAC console names; FEXInterpreter in CPU pinning; clearer VAC hint in pl, ru, uk, cs and bg. |
||
|
+13 |
16f9916825 |
Add VITURE XR controls, head tracking, and SteamVR (#732)
* Add VITURE glasses support: hardware control, 3D, head tracking Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page. * Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs * Hang the glasses Settings lip over the top of the button * Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses * Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top * Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad * Let the pad hands reach a metre out so buttons with deep colliders press * Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters * Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad * Glasses: SteamVR field of view defaults to 90° * VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand * Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's * Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam * Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end * Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs * Harden VITURE stereo negotiation and output refresh tracking * Localize stereo recovery feedback and record Astra reconnect tests * Improve test failure diagnostics and refresh Astra firmware findings * Handle VITURE docks separately and reject truncated USB frames * Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes - A 3D attempt that ends at the 640x480 fallback is remembered for that glasses model, so Play SteamVR no longer blacks out the glasses after every restart; Retry clears it and "3D for VR games" stays reachable - A VITURE Mobile Dock on its own no longer counts as glasses; through a dock Play SteamVR is hidden and the sheet shows the output and why there is no control - HDR is probed on the glasses when the session starts there - Glasses frames with a mismatched checksum are marked in the status frame log - SteamVR layer and driver vblank counters stay monotonic across refresh changes; one-eye render scale applies from activation and on mono/3D switches - Compositor binds announce the refresh clients were last told; the presenter retries a failed first swapchain - Dead strings and helpers removed; docs updated * Glasses: drop USB frames with a bad checksum * Glasses: count frames dropped for a bad checksum * Feat/viture xr (#907) * Add RayNeo Air and GT support to the XR glasses pipeline * Add RayNeo Air and GT support to the XR glasses pipeline * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Add XREAL 1S support and correct GT and Pro 2 tracking * Add XREAL 1S support and correct GT and Pro 2 tracking * Fix mirrored glasses tracking and recover SteamVR after device loss * Fix mirrored glasses tracking and recover SteamVR after device loss * Document confirmed XREAL 1S brightness control * Document confirmed XREAL 1S brightness control * Fix SteamVR glasses defaults and rendering controls * Fix SteamVR glasses defaults and rendering controls * chore: keep only the 3 newest session log folders (#852) * chore: add agent comment rules (#748) Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * fix: wireless ADB page names the child-process switch the way Android shows it (#848) * l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850) * l10n: refresh stale and untranslated strings in es, fr, ko, ru - mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales). - wincomp_needs_installer / wincomp_installers_note: es and ko still described the old "coming soon" behaviour; align with the current English text. - summary_remove_game: was still English in all four locales. Machine-assisted translation; native-speaker review is welcome. * l10n(es): say registro, not grabación, for the missing installer record --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * fix: a failed cloud save recovery no longer ends the app (#846) The cloud-recovery thread started at every app start had nothing to catch an error, so one went to CrashHandler, which halts the process with status 2. In unit tests the thread can outlive the test that started it, fail on the torn-down preferences, and take the whole test run down. The error is now logged and the thread ends. Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> * fix: an interrupted Linux runtime download resumes instead of starting again (#847) * fix: an interrupted Linux runtime download resumes instead of starting again installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file. * test: Downloader resumes a cut-off download from the bytes it kept Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes. * fix: a resumed download discards a 206 that does not start where the kept bytes end Downloader appended every 206 response to the partial file without looking at Content-Range. A server or proxy that answers a Range request with a different offset would leave a corrupt file. Check that the range starts at the kept length; otherwise delete the partial file and start again without a Range header. Adds a test with a server that answers the Range request from offset 0. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849) * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome. * l10n: correct missing active swap translations --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: droiddeckctl reaches variant-package builds (recover #842) (#854) fix: droiddeckctl reaches builds shipped under a variant package The provider authority and the start Activity's component were fixed to com.droiddeck.launcher, so droiddeckctl could not talk to the antutu, ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE now picks the package; the Activity's class name stays the same in every variant. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * feat: droiddeckctl reports on-screen pacing (recover #843) (#855) feat: droiddeckctl pacing reports the frames that reached the screen Reads SurfaceFlinger's timestats for the game's layer (or the session's SurfaceView) over a capture: frames on screen, fps on screen, the present-to-present histogram and how many intervals were off the usual cadence. Records split by a refresh-rate change are summed. A game's own fps counter counts frames handed over, so it can't show dropped or doubled frames. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * fix: Steam can restart more than twice in a session (#754) * fix: Steam can restart more than twice in a session Every exit 42 counted toward the cap that stops an update which will not install, and the count was never cleared, so the third restart of a session ended it however far apart they were. A client that ran for a minute before asking is not that loop: the count starts again. * fix: measure the client's run time as it exits The time spent collecting logs and checking FEX after the client exits counted toward its run, so a slow cleanup could make a quick exit 42 look like a long one and clear the count. --------- Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * fix: the front end keeps its page when the Fold is folded or unfolded (#832) * fix: the front end keeps its page when the Fold is folded or unfolded MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose. * fix: store login keeps rebuilding its toolbar when the display density changes StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * Release pointer buttons without replaying stale motion (#803) * Fix cursor warping on native touch down * Preserve input cleanup without replaying stale pointer motion --------- Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> * l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539) * l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja) The stores, cloud saves, Windows components, Steam touch, desktop removal and background-downloads strings landed after #284's translation snapshot, so every one of them fell back to English. Translate all 184 into Simplified Chinese, Traditional Chinese (Taiwan and Hong Kong) and Japanese, keeping each locale file's own vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定). Also fix four Hong Kong strings that kept the simplified 着色器. * l10n(zh): fix stale and ambiguous strings found in review Severe: summary_remove_game was untranslated English in all three files; mode_added_art_hint, wincomp_installers_note and wincomp_needs_installer still described the pre-#480/#492 English. Also: distinguish the Setup wizard from Android system settings in zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as 收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the re-applied-at-launch, action-failed and already-in-Games strings, and play as 執行/開啟遊戲 in zh-TW/zh-HK. * l10n(ja): fix stale and ambiguous strings found in review --------- Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * Rebuild and verify Windows VR runtime components * Rebuild and verify Windows VR runtime components * Add top, bottom, and centered picture positions for Steam sessions (#871) * fix: dependency scan ignores folders above the game folder (#859) * DroidDeck-Proton: get releases from the Droid-Deck org repo DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton (11-9.1 is Latest there), so the Components page, the update check and the guest installer read releases from the org repo instead of The412Banner's. * feat: low-latency controller and touch toggles in the session drawer (#808) * fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876) * feat: Steam home wall fills from the signed-in library instead of store picks (#878) * test: cover GPU family and support classification (#880) * Fix local builds on Linux failing after the first Comet build (#866) * feat: sort the store library and installed tabs, and switch between card and list views (#798) * feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782) * fix: keep Quest-patched Turnip as the auto default (#853) * Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864) * fix: keep proot sessions alive when the kernel loses fork events (#457) * fix(quest): correct desktop and Steam display corruption across sessions (#733) fix(quest): stabilize desktop and Steam layer presentation Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted. Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result. Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: keep SteamVR syscall hooks and report Steam crashes (#905) * fix: preserve SteamVR syscall hooks * fix: report Steam crashes through gamescope * fix: honor glasses pacing and resolution in SteamVR launches --------- Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> * Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture * Translate the glasses calibration, XREAL and SteamVR recovery strings * SteamVR recovery: give a finished teardown time to collect logs before restarting * Credit the projects the XR glasses support builds on * Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise * Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected * Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves - Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates) - MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con - No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field - SteamVR safe mode cleared before each start so one crash no longer blocks the driver --------- Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com> Co-authored-by: informalTechCode <informaltechyt@gmail.com> Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> |
||
|
|
700a843b10 | Fix Quest CI headers when preloads are cached (#951) | ||
|
|
679e3d8934 | feat: add immersive Quest SteamVR to the standard app (#910) | ||
|
|
aecd2ebe1d | cleanup (#764) | ||
|
|
0d099ef171 | Use preview-builds for the Discord channel name (#729) | ||
|
|
ec838c2576 | Align Discord build names with the app (#726) | ||
|
|
f4b0ab6867 |
feat: Cardboard VR mode with ARM64 SteamVR (#704)
* feat: add Cardboard mode with side-by-side lens-distorted eyes and 3DoF head tracking * fix: derive the Cardboard field of view from the panel and recentre fully when far from upright * feat: share the Cardboard head pose with the guest and add a SteamVR driver for it * feat: run SteamVR's compositor on Turnip/KGSL with a display-extension layer and a driver-direct HMD * feat: show SteamVR frames in Cardboard mode through a driver-side presenter and a fake direct-mode display * feat: install and start SteamVR for Cardboard mode from the session drawer * docs: describe Cardboard mode and the SteamVR path * feat: drive SteamVR hands from the game pad and keep the Cardboard headset out of standby * docs: record where the SteamVR dashboard stops * fix: map Cardboard head tracking to the screen's axes and keep turns about the real vertical as yaw * fix: give Cardboard its previous picture back when SteamVR stops * fix: report sem_otime from emulated SysV semaphores so SteamVR's web helper can start * fix: bridge SteamVR's shared semaphores across processes and keep Steam alive while SteamVR runs * feat: present SteamVR straight to DroidDeck's compositor at panel resolution * docs: update Cardboard VR notes for the dashboard, semaphore bridge and direct presenter * fix: keep Wine and FEX signal handlers in the VR layer; add semaphore tracing * fix: clear a stale SteamVR active marker on status * fix: clear only an old SteamVR active marker * fix: unblock SteamVR clients on Turnip and keep Steam's web helper alive across SteamVR runs * fix: judge shared waits before a submit's own signals and on Vulkan 1.0 devices * docs: record VR games, SteamVR Home and OpenXR results on the Thor * docs: add Cardboard VR learnings from the Thor bring-up * docs: add Cardboard VR screenshots from the Thor * fix: keep the VR layer's display stand-in to SteamVR runs and clear a leftover marker at session start * fix: report SteamVR start and stop failures from the helper's exit code |
||
|
|
6c35297dba | Add Quest 3/3S compatibility to the standard APK (#642) | ||
|
|
8f36eb7f54 | Add opt-in GOG achievements through Comet (#651) | ||
|
|
ff9792f885 | Merge rules (#540) | ||
|
|
2755e027da |
CI: host the Debian image the preloads build in on a release of this repo (#497)
* CI: host the Debian image the preloads build in on a release of this repo The preloads step pulled debian:bullseye from a public mirror on every build whose preload cache missed; the mirrors rate-limit the shared runner addresses and failed two builds in an hour tonight. Debian 11 is frozen upstream, so the image is published once (workflow ci-debian-image.yml, release ci-debian-bullseye-r1, pinned in tools/linuxfs/debian-image.env) and the build downloads that file; only if that fails does it pull, with retries. * CI: pin the published Debian image (ci-debian-bullseye-r1, 34 MB) * CI: a new Debian image rebuilds the preloads (env file joins the cache key) |
||
|
|
a6d15bcd0b |
Expanded Fastpaths for proot and increased performance up to 57% (#494)
* perf: fast path resolves links, /proc and glue as proot does, and answers uname, isatty and passwd
The fast path handed back to proot whatever crossed a symlink, /proc or a directory proot
only shows as glue, which is most of what Steam and Wine ask. It now walks a path the way
proot's canonicalize() does, so those calls stay in-process:
- links are followed in guest terms and their text detranslated as detranslate_path() does,
including readlink into a buffer the kernel cut short and /proc's exe, cwd and fd links;
- a binding proot dropped at start is dropped here too, glue above a binding is ENOENT, and a
last component proot cannot stat is left to the kernel;
- pipe and socket dirfds are ENOTDIR, rmdir("dir/") removes dir, and "." and ".." go to proot;
- a blocking accept() with a connection already waiting no longer goes to proot.
Also answered: uname() and gethostname() (proot's utsname never changes), isatty() (glibc
2.43 asks with TCGETS2, which proot rewrites) and getpwnam/getpwuid when nsswitch.conf
sends passwd to files first and the entry is there (Xwayland asks for every client).
equiv.py, equiv2.py and equiv3.py match line for line with and without the fast path
(222, 507 and 924 lines). Per call on the RedMagic: realpath 240 us -> 1.0 us,
realpath /proc/self/fd/N 408 -> 9.9, getpwuid 41.5 -> 4.6, uname 28 -> 0.006.
* perf: LD_AUDIT module skips library lookups proot would fail
ld.so looks each library up along the game's search path, and Proton puts the game's
directory, Steam's runtime and video directories and its own library directories ahead of
/usr/lib: 72% of ld.so's opens in an Among Us launch failed, each a round trip to proot.
libblaudit.so answers la_objsearch() for a candidate proot would certainly fail with ENOENT
(its directory walked as canonicalize() walks it, the name or a directory on the way missing).
It has no libc and maps the fast path's trampoline itself. Each lookup's first candidate is
still opened, since a skipped one fails with ld.so's errno as it stands, and the default
directories are never skipped, so dlerror() reads the same. droiddeck-proton and the extra
wrapper add it to LD_AUDIT when the fast path is on.
* perf: droiddeck-proton checks a tool's components with one sha256sum
Each program the launcher starts pays a dozen traced library lookups under the game's search
path before it does anything. One sha256sum over every listed file replaces one per file;
the check itself is unchanged.
* perf: build a locale archive for C.UTF-8
Every program loads the locale LANG names before main(). glibc ships C.UTF-8 as a directory
it looks for once per category under two spellings, before reading gconv's module lists:
about 30 opens, each a stop in proot, in every process of the session. droiddeck-session
builds /usr/lib/locale/locale-archive (and gconv's cache) once per glibc package, so that is
one open.
localedef names a finished archive by hard link, which Android refuses; with
DROIDDECK_LINK_RENAME=1 libblsession turns a refused link into a rename that will not replace
an existing name.
* perf: library beat starts its helpers only when what they read changed
Every 15 s the session ran droiddeck-seed-redists (some forty programs under proot) and, when
a library directory had changed, steam-compatibility: a burst of thousands of proot stops each
quarter minute, game loads included. The seeder now runs when a library changed or a prefix
(or Proton's template for them) is unmarked, the compat pass when a manifest, depot, tool or
config.vdf changed, both checked from bash without starting anything, and each every five
minutes regardless. The seeder reads its stamp and the time without a subshell each.
* perf: fakeinput opens pad.log on its first line
Every process the library is loaded in opened the session's pad.log at start, a stop in proot
on shared storage, and most never write to it. The file is now opened when there is a line to
write.
* docs: the fast path as it ships, the audit module and measured launch times
* fix: a game the app launches after an idle spell comes to the front
The Steam client brings a game it launched forward only while it counts someone as present,
which it reads from gamescope's input counter. A game the app launched after four or more
minutes without a touch started, mapped its window, and stayed behind the library page until
the next input (device: Palworld, Stardew Valley, Fallout: New Vegas, Mortal Kombat X; the same
on main). The session now watches a requested launch, and when the game's window is focusable
but the interface keeps focus for two polls, counts one input on gamescope's counter, as a key
would. Nothing changes for a launch the client already brings forward.
|
||
|
|
d250b43eb9 |
Games: revamped add games feature (#492)
Adding and managing your own (non-Steam) games moves out of the Steam settings into the Games tab, and works like Steam's own non-Steam Properties. - A + beside "Games N" opens a compact in-app picker: the storage first, then that storage's root, every folder, .exe files only. Picking an exe adds the game with its name, art, Custom badge and Steam shortcut. - "Add all games in this folder" adds every game folder inside at once. A summary opens immediately and fills in as each game is found, with a "?" where the exe was a close call and a red X to remove a game. - An edit button on each Custom game opens its editor: Name, Target (ranked exes, Other exe…), Start in, Launch options, the four pieces of art with thumbnails, and Remove. Edits go through the same Steam shortcut, so the appid never changes and nothing duplicates. - Art chooser per piece: images in the game folder, Steam's official art, SteamGridDB alternatives, your own image, or back to automatic. - Finding the exe: up to five folders deep, every exe scored (name match, Unreal -Shipping builds, bin folders and size up; launchers, crash reporters, installers, redistributables and depth down). - Real titles from the game's files (Steam manifest, GOG info, the exe's version info), keeping the folder's spacing when both spell the same title, underscores read as spaces. - Art: the exact Steam appid when the game names one, strict name matches otherwise, Steam's hashed asset paths for newer games, SteamGridDB as a fallback (built-in key from the SGDB_API_KEY secret, optional own key in Setup, sealed with the Keystore), and a cover made from the exe's icon when nothing else has one. - Removing a game is instant and keeps its files; adding it again brings it back. Steam's shortcut list is rewritten once, in the background. - The Games section is gone from Steam settings; folders added before keep listing their games. Artwork switch and SteamGridDB key are in Setup. |